Files
Bubberstation/code/modules/surgery/tools.dm
plsleavemealon 1dc351eb86 New morbid tools (#91614)
## About The Pull Request

New morbid themed tools to fill out the full suite.

Includes:

tearing drill: morbid variant of the surgical drill. Sprite is recolored
from a standard surgical drill.
jagged bonesaw: morbid variant of the surgical saw. Sprite is a
recolored and slightly edited bonesaw from skyrat. The overlay sprite
for this was made from the ground up by myself
harsh bonesetter: morbid variant of the bonesetter. Sprite is a
recolored bonesetter.
malignant blood filter: morbid variant of the blood filter. Sprite is a
recolored blood filter.

All tools function basically identically to normal tools with 1
exception: They all have the cruel tag, so are best used on the dead
rather then the living. The malevolent autopsy scanner is slightly
faster at performing autopsies...but only if you have the morbid trait.

All sprites and overlays were created by myself.

All item descriptions were created by myself, feedback is welcomed and
encouraged! If you feel that there is a better description for them
please do share.

Also includes:
All tools added to the coroner's wardrobe
All tools replaced in the coroner's surgical tray with the new
appropriately themed variants.
Adds the CRUEL_IMPLEMENT tag to the autopsy scanner, letting coroners do
the autopsy surgery faster

## Why It's Good For The Game

I always felt it strange that the coroner didn't have a full suite of
themed tools, so I set out to fix that. This both helps encourage the
coroner to use their special tools and work with cadavers more
efficiently. It also further solidifies coroner's role in working with
the dead, and lets them show that they are the best at autopsies.


## Changelog

🆑
add: Adds new morbid themed tools for the coroners enjoyment. Coroners
now perform autopsies slightly faster.
/🆑


![image](https://github.com/user-attachments/assets/70a84aad-61c4-435a-a7b1-96922fd9d2b9)

![image](https://github.com/user-attachments/assets/a95f29d0-3ade-485f-9f89-2109d81ad743)
2025-06-15 16:50:16 +10:00

764 lines
28 KiB
Plaintext

/obj/item/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "retractor"
inhand_icon_state = "retractor"
icon_angle = 45
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "retractor_normal"
/obj/item/retractor/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
toolspeed = 0.5
/obj/item/retractor/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_retractor"
icon_angle = 45
/obj/item/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "hemostat"
inhand_icon_state = "hemostat"
icon_angle = 135
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("attacks", "pinches")
attack_verb_simple = list("attack", "pinch")
tool_behaviour = TOOL_HEMOSTAT
toolspeed = 1
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "hemostat_normal"
/obj/item/hemostat/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/hemostat/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_hemostat"
icon_angle = 45
/obj/item/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "cautery"
inhand_icon_state = "cautery"
icon_angle = 135
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("burns")
attack_verb_simple = list("burn")
tool_behaviour = TOOL_CAUTERY
toolspeed = 1
heat = 500
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "cautery_normal"
/obj/item/cautery/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
return span_rose("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/cautery/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_cautery"
icon_angle = 45
/obj/item/cautery/advanced
name = "searing tool"
desc = "It projects a high power laser used for medical applications."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "e_cautery"
inhand_icon_state = "e_cautery"
surgical_tray_overlay = "cautery_advanced"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
hitsound = 'sound/items/tools/welder.ogg'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 0.4
light_color = COLOR_SOFT_RED
/obj/item/cautery/advanced/get_all_tool_behaviours()
return list(TOOL_CAUTERY, TOOL_DRILL)
/obj/item/cautery/advanced/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between drill and cautery and gives feedback to the user.
*/
/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
tool_behaviour = TOOL_DRILL
set_light_color(LIGHT_COLOR_BLUE)
else
tool_behaviour = TOOL_CAUTERY
set_light_color(LIGHT_COLOR_ORANGE)
balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
playsound(user ? user : src, 'sound/items/weapons/tap.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/cautery/advanced/examine()
. = ..()
. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
/obj/item/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "drill"
inhand_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/items/weapons/circsawhit.ogg'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
force = 15
demolition_mod = 0.5
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("drills")
attack_verb_simple = list("drill")
tool_behaviour = TOOL_DRILL
toolspeed = 1
sharpness = SHARP_POINTY
wound_bonus = 10
bare_wound_bonus = 10
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "drill_normal"
/obj/item/surgicaldrill/Initialize(mapload)
. = ..()
AddElement(/datum/element/eyestab)
/obj/item/surgicaldrill/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/surgicaldrill/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), null, null, TRUE, TRUE), 2.5 SECONDS)
user.SpinAnimation(3, 10)
playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
return MANUAL_SUICIDE
/obj/item/surgicaldrill/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_drill"
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
hitsound = 'sound/items/weapons/circsawhit.ogg'
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "scalpel"
inhand_icon_state = "scalpel"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
force = 10
demolition_mod = 0.25
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
attack_verb_continuous = list("attacks", "slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
hitsound = 'sound/items/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "scalpel_normal"
var/list/alt_continuous = list("stabs", "pierces", "impales")
var/list/alt_simple = list("stab", "pierce", "impale")
/obj/item/scalpel/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 8 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 0, \
)
AddElement(/datum/element/eyestab)
alt_continuous = string_list(alt_continuous)
alt_simple = string_list(alt_simple)
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple)
/obj/item/scalpel/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/scalpel/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/scalpel/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_scalpel"
icon_angle = 0
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/obj/item/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "saw"
inhand_icon_state = "saw"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/items/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/items/weapons/pierce.ogg'
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
force = 15
w_class = WEIGHT_CLASS_NORMAL
throwforce = 9
throw_speed = 2
throw_range = 5
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
attack_verb_simple = list("attack", "slash", "saw", "cut")
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SAW
toolspeed = 1
wound_bonus = 15
bare_wound_bonus = 10
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "saw_normal"
/obj/item/circular_saw/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 4 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 5, \
butcher_sound = 'sound/items/weapons/circsawhit.ogg', \
)
//saws are very accurate and fast at butchering
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/chainsaw)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/circular_saw/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/circular_saw/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_saw"
icon_angle = 0
/obj/item/circular_saw/augment
desc = "A small but very fast spinning saw. It rips and tears until it is done."
w_class = WEIGHT_CLASS_SMALL
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "surgical_drapes"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
inhand_icon_state = "drapes"
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("slaps")
attack_verb_simple = list("slap")
drop_sound = SFX_CLOTH_DROP
pickup_sound = SFX_CLOTH_PICKUP
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_drapes/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_surgicaldrapes"
/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
name = "surgical processor"
desc = "A device for scanning and initiating surgeries from a disk or operating computer."
icon = 'icons/obj/devices/scanner.dmi'
icon_state = "surgical_processor"
item_flags = NOBLUDGEON
// List of surgeries downloaded into the device.
var/list/loaded_surgeries = list()
// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
var/downloaded = TRUE
/obj/item/surgical_processor/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_processor/examine(mob/user)
. = ..()
. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
. += span_boldnotice("Advanced surgeries available:")
//list of downloaded surgeries' names
var/list/surgeries_names = list()
for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
if(initial(downloaded_surgery.replaced_by) in loaded_surgeries) //if a surgery has a better version replacing it, we don't include it in the list
continue
surgeries_names += "[initial(downloaded_surgery.name)]"
. += span_notice("[english_list(surgeries_names)]")
/obj/item/surgical_processor/equipped(mob/user, slot, initial)
. = ..()
if(!(slot & ITEM_SLOT_HANDS))
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
return
RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
/obj/item/surgical_processor/dropped(mob/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
/obj/item/surgical_processor/interact_with_atom(atom/design_holder, mob/living/user, list/modifiers)
if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
return NONE
balloon_alert(user, "copying designs...")
playsound(src, 'sound/machines/terminal/terminal_processing.ogg', 25, TRUE)
if(do_after(user, 1 SECONDS, target = design_holder))
if(istype(design_holder, /obj/item/disk/surgery))
var/obj/item/disk/surgery/surgery_disk = design_holder
loaded_surgeries |= surgery_disk.surgeries
else
var/obj/machinery/computer/operating/surgery_computer = design_holder
loaded_surgeries |= surgery_computer.advanced_surgeries
playsound(src, 'sound/machines/terminal/terminal_success.ogg', 25, TRUE)
downloaded = TRUE
update_appearance(UPDATE_OVERLAYS)
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/item/surgical_processor/update_overlays()
. = ..()
if(downloaded)
. += mutable_appearance(src.icon, "+downloaded")
/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
SIGNAL_HANDLER
if(surgery.replaced_by in loaded_surgeries)
return COMPONENT_CANCEL_SURGERY
if(surgery.type in loaded_surgeries)
return COMPONENT_FORCE_SURGERY
/obj/item/scalpel/advanced
name = "laser scalpel"
desc = "An advanced scalpel which uses laser technology to cut."
icon_state = "e_scalpel"
inhand_icon_state = "e_scalpel"
surgical_tray_overlay = "scalpel_advanced"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
hitsound = 'sound/items/weapons/blade1.ogg'
force = 16
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 0.4
light_color = LIGHT_COLOR_BLUE
sharpness = SHARP_EDGED
/obj/item/scalpel/advanced/get_all_tool_behaviours()
return list(TOOL_SAW, TOOL_SCALPEL)
/obj/item/scalpel/advanced/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
force_on = force + 1, \
throwforce_on = throwforce, \
throw_speed_on = throw_speed, \
sharpness_on = sharpness, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between saw and scalpel and updates the light / gives feedback to the user.
*/
/obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
tool_behaviour = TOOL_SAW
set_light_color(LIGHT_COLOR_ORANGE)
else
tool_behaviour = TOOL_SCALPEL
set_light_color(LIGHT_COLOR_BLUE)
balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/scalpel/advanced/examine()
. = ..()
. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
/obj/item/retractor/advanced
name = "mechanical pinches"
desc = "An agglomerate of rods and gears."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "adv_retractor"
inhand_icon_state = "adv_retractor"
surgical_tray_overlay = "retractor_advanced"
icon_angle = 0
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
/obj/item/retractor/advanced/get_all_tool_behaviours()
return list(TOOL_HEMOSTAT, TOOL_RETRACTOR)
/obj/item/retractor/advanced/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between retractor and hemostat and gives feedback to the user.
*/
/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
playsound(user ? user : src, 'sound/items/tools/change_drill.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/retractor/advanced/examine()
. = ..()
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
/obj/item/shears
name = "amputation shears"
desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "shears"
icon_angle = 90
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
toolspeed = 1
force = 12
w_class = WEIGHT_CLASS_NORMAL
throwforce = 6
throw_speed = 2
throw_range = 5
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3)
attack_verb_continuous = list("shears", "snips")
attack_verb_simple = list("shear", "snip")
sharpness = SHARP_EDGED
custom_premium_price = PAYCHECK_CREW * 14
/obj/item/shears/attack(mob/living/amputee, mob/living/user)
if(!iscarbon(amputee) || user.combat_mode)
return ..()
if(user.zone_selected == BODY_ZONE_CHEST)
return ..()
var/mob/living/carbon/patient = amputee
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
to_chat(user, span_warning("The patient's limbs look too sturdy to amputate."))
return
var/candidate_name
var/obj/item/organ/tail_snip_candidate
var/obj/item/bodypart/limb_snip_candidate
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
tail_snip_candidate = patient.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
if(!tail_snip_candidate)
to_chat(user, span_warning("[patient] does not have a tail."))
return
candidate_name = tail_snip_candidate.name
else
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
if(!limb_snip_candidate)
to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
return
candidate_name = limb_snip_candidate.name
var/amputation_speed_mod = 1
patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!"))
playsound(get_turf(patient), 'sound/items/tools/ratchet.ogg', 20, TRUE)
if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip
amputation_speed_mod *= 0.5
if(patient.stat != DEAD && patient.has_status_effect(/datum/status_effect/jitter)) //jittering will make it harder to secure the shears, even if you can't otherwise move
amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
playsound(get_turf(patient), 'sound/items/weapons/bladeslice.ogg', 250, TRUE)
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
tail_snip_candidate.Remove(patient)
tail_snip_candidate.forceMove(get_turf(patient))
else
limb_snip_candidate.dismember()
user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
user.log_message("[user] has amputated [patient]'s [candidate_name] with [src]", LOG_GAME)
patient.log_message("[patient]'s [candidate_name] has been amputated by [user] with [src]", LOG_GAME)
if(HAS_MIND_TRAIT(user, TRAIT_MORBID)) //Freak
user.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
/obj/item/shears/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
var/timer = 1 SECONDS
for(var/obj/item/bodypart/thing in user.bodyparts)
if(thing.body_part == CHEST)
continue
addtimer(CALLBACK(thing, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/items/weapons/bladeslice.ogg', 70), timer)
timer += 1 SECONDS
sleep(timer)
return BRUTELOSS
/obj/item/bonesetter
name = "bonesetter"
desc = "For setting things right."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "bonesetter"
icon_angle = 135
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("corrects", "properly sets")
attack_verb_simple = list("correct", "properly set")
tool_behaviour = TOOL_BONESET
toolspeed = 1
var/surgical_tray_overlay = "bonesetter"
/obj/item/bonesetter/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay + (tray_extended ? "" : "_out")
/obj/item/bonesetter/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_bonesetter"
icon_angle = 45
/obj/item/blood_filter
name = "blood filter"
desc = "For filtering the blood."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "bloodfilter"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("pumps", "siphons")
attack_verb_simple = list("pump", "siphon")
tool_behaviour = TOOL_BLOODFILTER
toolspeed = 1
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
var/list/whitelist = list()
var/surgical_tray_overlay = "filter"
/obj/item/blood_filter/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/blood_filter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "BloodFilter", name)
ui.open()
/obj/item/blood_filter/ui_data(mob/user)
. = list()
.["whitelist"] = list()
for(var/key in whitelist)
.["whitelist"] += whitelist[key]
/obj/item/blood_filter/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("add")
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.name2reagent)
if(!selected_reagent)
return FALSE
var/datum/reagent/chem_id = GLOB.name2reagent[selected_reagent]
if(!chem_id)
return FALSE
if(!(chem_id in whitelist))
whitelist[chem_id] = selected_reagent
if("remove")
var/chem_name = params["reagent"]
var/chem_id = get_chem_id(chem_name)
whitelist -= chem_id
/*
* Cruel Surgery Tools
*
* This variety of tool has the CRUEL_IMPLEMENT flag.
*
* Bonuses if the surgery is being done by a morbid user and it is of their interest.
*
* Morbid users are interested in; autospies, revival surgery, plastic surgery, organ/feature manipulations, amputations
*
* Otherwise, normal tool.
*/
/obj/item/retractor/cruel
name = "twisted retractor"
desc = "Helps reveal secrets that would rather stay buried."
icon_state = "cruelretractor"
surgical_tray_overlay = "retractor_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/hemostat/cruel
name = "cruel hemostat"
desc = "Clamping bleeders, but not so good at fixing breathers."
icon_state = "cruelhemostat"
surgical_tray_overlay = "hemostat_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/cautery/cruel
name = "savage cautery"
desc = "Chalk this one up as another successful vivisection."
icon_state = "cruelcautery"
surgical_tray_overlay = "cautery_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/scalpel/cruel
name = "hungry scalpel"
desc = "I remember every time I hold you. My born companion..."
icon_state = "cruelscalpel"
surgical_tray_overlay = "scalpel_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/scalpel/cruel/Initialize(mapload)
. = ..()
AddElement(/datum/element/bane, mob_biotypes = MOB_UNDEAD, damage_multiplier = 1) //Just in case one of the tennants get uppity
/obj/item/surgicaldrill/cruel
name = "tearing drill"
desc = "What secrets do they keep buried within those pearls..."
icon_state = "crueldrill"
inhand_icon_state = "crueldrill"
surgical_tray_overlay = "drill_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/circular_saw/cruel
name = "jagged bonesaw"
desc = "A twisted blade for twisted purpose. Rip sinew and bone until your work is done."
icon_state = "cruelsaw"
inhand_icon_state = "cruelsaw"
hitsound = 'sound/items/weapons/bladeslice.ogg'
surgical_tray_overlay = "saw_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/bonesetter/cruel
name = "harsh bonesetter"
desc = "We shall make you whole once more..."
icon_state = "cruelbonesetter"
inhand_icon_state = "cruelbonesetter"
surgical_tray_overlay = "bonesetter_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
/obj/item/blood_filter/cruel
name = "malignant blood filter"
desc = "You must be made pure..."
icon_state = "cruelbloodfilter"
inhand_icon_state = "cruelbloodfilter"
surgical_tray_overlay = "filter_cruel"
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT